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Searched refs:rotate (Results 1 – 24 of 24) sorted by relevance

/NW4C-1.2.23/include/nw/math/
Dmath_Matrix44.h27 MTX44* pOut, float scaleS, float scaleT, float rotate, float translateS, float translateT);
29 MTX44* pOut, float scaleS, float scaleT, float rotate, float translateS, float translateT);
31 MTX44* pOut, float scaleS, float scaleT, float rotate, float translateS, float translateT);
/NW4C-1.2.23/include/nw/math/inline/
Dmath_Matrix44.ipp41 @param[in] rotate 回転値です。
50 float rotate,
57 SinCosFIdx(&rotateSin, &rotateCos, NN_MATH_RAD_TO_FIDX(rotate));
94 @param[in] rotate 回転値です。
103 float rotate,
110 SinCosFIdx(&rotateSin, &rotateCos, NN_MATH_RAD_TO_FIDX(rotate));
146 @param[in] rotate 回転値です。
155 float rotate,
162 SinCosFIdx(&rotateSin, &rotateCos, NN_MATH_RAD_TO_FIDX(rotate));
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_TransformAnim.cpp482 transform.rotate = originalTransform->rotate; in EvaluateMemberAnim()
486 transform.rotate.x = (flags & anim::ResTransformAnimData::FLAG_ROTATE_X_NOT_EXIST) ? in EvaluateMemberAnim()
487 originalTransform->rotate.x : transformAnim.EvaluateRotateX(frame); in EvaluateMemberAnim()
488 transform.rotate.y = (flags & anim::ResTransformAnimData::FLAG_ROTATE_Y_NOT_EXIST) ? in EvaluateMemberAnim()
489 originalTransform->rotate.y : transformAnim.EvaluateRotateY(frame); in EvaluateMemberAnim()
490 transform.rotate.z = (flags & anim::ResTransformAnimData::FLAG_ROTATE_Z_NOT_EXIST) ? in EvaluateMemberAnim()
491 originalTransform->rotate.z : transformAnim.EvaluateRotateZ(frame); in EvaluateMemberAnim()
534 originalTransform->rotate.x : transformAnim.EvaluateRotateX(frame); in EvaluateMemberAnim()
536 originalTransform->rotate.y : transformAnim.EvaluateRotateY(frame); in EvaluateMemberAnim()
538 originalTransform->rotate.z : transformAnim.EvaluateRotateZ(frame); in EvaluateMemberAnim()
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Dgfx_AmbientLight.cpp132 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResAmbientLight() local
134 resAmbientLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResAmbientLight()
Dgfx_HemiSphereLight.cpp133 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResHemiSphereLight() local
135 resHemiSphereLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResHemiSphereLight()
Dgfx_VertexLight.cpp151 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResVertexLight() local
153 resVertexLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResVertexLight()
Dgfx_FragmentLight.cpp150 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFragmentLight() local
152 resFragmentLight->m_Transform = math::Transform3(scale, rotate, translate); in CreateResFragmentLight()
Dgfx_MaterialState.cpp67 float rotate, in SetupTextureMatrix() argument
76 textureMatrix, scaleS, scaleT, rotate, translateS, translateT); in SetupTextureMatrix()
80 textureMatrix, scaleS, scaleT, rotate, translateS, translateT); in SetupTextureMatrix()
84 textureMatrix, scaleS, scaleT, rotate, translateS, translateT); in SetupTextureMatrix()
Dgfx_Fog.cpp133 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFog() local
135 resFog->m_Transform = math::Transform3(scale, rotate, translate); in CreateResFog()
Dgfx_Camera.cpp257 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in Create() local
259 resCamera->m_Transform = math::Transform3(scale, rotate, translate); in Create()
Dgfx_ParticleSet.cpp2539 nw::math::VEC3* rotate; in ParticleChildUpdater()
2541 …collection->GetStreamOrParameter(PARTICLEUSAGE_ROTATE, &rotate, &rotateParam, PARTICLE_BUFFER_FRON… in ParticleChildUpdater()
/NW4C-1.2.23/include/nw/ut/
Dut_ResTypes.h315 ResVec2 rotate; member
322 transform.rotate = this->rotate; in Transform2()
331 ResVec3 rotate; member
338 transform.rotate = this->rotate; in Transform3()
/NW4C-1.2.23/sources/libraries/anim/res/
Danim_ResAnim.cpp302 transform.rotate.x = (flags & ResTransformAnimData::FLAG_ROTATE_X_NOT_EXIST) ? in EvaluateResult()
303 originalTransform.rotate.x : EvaluateRotateX(frame); in EvaluateResult()
304 transform.rotate.y = (flags & ResTransformAnimData::FLAG_ROTATE_Y_NOT_EXIST) ? in EvaluateResult()
305 originalTransform.rotate.y : EvaluateRotateY(frame); in EvaluateResult()
306 transform.rotate.z = (flags & ResTransformAnimData::FLAG_ROTATE_Z_NOT_EXIST) ? in EvaluateResult()
307 originalTransform.rotate.z : EvaluateRotateZ(frame); in EvaluateResult()
Danim_ResAnimGroup.cpp270 float rotate = *reinterpret_cast<const float*>(value); in SetValue() local
271 coordinator.SetRotate(rotate); in SetValue()
423 const math::VEC3& rotate = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
424 rotateUpdater.SetViewRotate(rotate); in SetValue()
/NW4C-1.2.23/include/nw/gfx/
Dgfx_CalculatedTransform.h342 void SetRotateAndTranslate(const math::VEC3& rotate, const math::VEC3& translate) in SetRotateAndTranslate() argument
345 rotate.x, in SetRotateAndTranslate()
346 rotate.y, in SetRotateAndTranslate()
347 rotate.z); in SetRotateAndTranslate()
360 SetRotateAndTranslate(transform.rotate, transform.translate); in SetTransform()
Dgfx_MaterialState.h259 float rotate,
/NW4C-1.2.23/sources/libraries/lyt/
Dlyt_DrawerUniform.cpp89 register const f32 rotate = texSRT.rotate; in CalcTextureCoords() local
93 if ( rotate != 0.f || scalex != 1.f || scaley != 1.f ) in CalcTextureCoords()
96 nw::math::SinCosDeg( &sin, &cos, rotate ); in CalcTextureCoords()
Dlyt_Material.cpp47 texSRTs[i].rotate = 0.f; in InitTexSRT()
243 texSRTs[i].rotate = pResTexSRTs[i].rotate; in Material()
Dlyt_Util.cpp382 math::SinCosDeg(&sinR, &cosR, texSRT.rotate); in CalcTextureMtx()
Dlyt_Pane.cpp326 m_Rotate = pBlock->rotate; in Pane()
/NW4C-1.2.23/include/nw/gfx/res/
Dgfx_ResMaterial.h1185 void SetRotate(f32 rotate) in SetRotate() argument
1187 if (this->ref().m_Rotate != rotate) in SetRotate()
1189 this->ref().m_Rotate = rotate; in SetRotate()
/NW4C-1.2.23/include/nw/lyt/
Dlyt_Resources.h913 Vec3 rotate; member
Dlyt_Types.h1557 ut::ResF32 rotate; member
/NW4C-1.2.23/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleVShader.vsh31 #pragma bind_symbol(aInput1.xyz, v1, v1) // rotate